We’re excited to announce that Gear VR Innovator Edition, the first development kit for Gear VR, is now available for purchase online at samsung.com for developers in the US (with additional regions to follow). It’s still early days for mobile VR, but you can start building inspiring experiences now.
Gear VR enables virtual reality anywhere, anytime, and it’s the most integrated VR system we’ve developed to date. Working closely with Samsung, we’ve expanded the Note 4’s native performance...

Gear VR Innovator Edition Pre-Registration Open
The Gear VR Innovator Edition for Note 4 is available for pre-registration starting today from Samsung, with delivery in the United States slated for early December. There will be two versions available: for $249, you’ll receive the headset bundled with a Bluetooth gamepad; for $199, you’ll receive the headset standalone.
The Innovator Edition, much like the Oculus Rift Development Kit, provides developers and enthusiasts everything they need to...

In September, we welcomed nearly 1,000 attendees to the first Oculus developer conference, Oculus Connect, in Los Angeles.
Attendees engaged in VR engineering and design sessions, showcased their Oculus projects, connected with fellow developers, and tried the new Crescent Bay prototype along with Gear VR Innovator Edition.
Developers gathered at the welcome reception
Main keynote with Brendan Iribe and Nate Mitchell
The Future of VR panel
All the keynotes, panels, and developer sessions from Connect...

We’re thrilled to welcome nearly 1,000 developers from around the world to Oculus Connect, our first developer conference.
If you’re not at the event, you can join us for the remaining keynotes live on www.twitch.tv/oculus. Michael Abrash will be speaking next starting at 10:30am PST, and John Carmack will follow him at 11:30 PST. You can see the full show schedule at www.oculus.com/connect.
Crescent Bay Prototype
We’re really excited to introduce a new feature prototype, Crescent Bay.
Crescent...

We’re excited to announce the Samsung Gear VR Innovator Edition, a new mobile virtual reality headset using the Galaxy Note 4, created by Samsung and powered by Oculus.
Over the last 12 months, we’ve been collaborating with Samsung on the future of mobile virtual reality. The project actually began as an experiment to see if great VR was possible on next-generation mobile hardware. Oculus CTO John Carmack and the mobile team at Oculus were able to blow everyone away in an extremely short amount...

E3 is officially underway, and we’re here meeting with developers and media.
Last year, the Oculus Rift was officially nominated for Best Hardware of E3. This year, we wanted to do something special to celebrate the first anniversary of its public debut.
We generally develop features for the consumer Rift using top-secret prototypes that are kept under lock and key at Oculus HQ. But for the first time, we’ll be sharing one of these prototypes with the public: a 1080p HD Oculus Rift.
HD VR
Raising...

The last few weeks have been incredibly busy at Oculus HQ while we put the finishing touches on the entire platform: the Rift development kit, the Oculus SDK, and the Developer Center. As we close in on the much anticipated launch, things really couldn’t be more exciting.
There’s plenty of good news to share, so let’s dive right in.
Latency – VR’s Nemesis
This past Friday, John Carmack, legendary technical director at id Software, published an excellent write-up detailing the challenges...

After a long, exciting week at CES, we packed up and flew directly from Las Vegas to Hong Kong to oversee the pilot run at the factory. We lived on the factory floor for just over two weeks setting up production, assembly, and QA for the developer kits.
The result? We produced over 40 complete Oculus Rift “pilot run” developer kits and we’re on schedule to start shipping the full kits in March.
The first unit from the developer kit pilot run.
None of this would have been possible...

We want to kick off the New Year by sharing a few details on the Oculus sensor’s hardware and software that allow for immersive, low-latency head tracking. Parts of this update will dig in deep on technical aspects of the sensor, so strap in! For the game designers out there, remember that a thorough and passionate understanding of sensor fusion is not required to build great VR games with the Rift, although it certainly can’t hurt ;-).
Every Millisecond Counts
When it comes to latency, every...

Now that we have the developer kit specifications locked down and our manufacturing process underway, there’s a lot more information we can share with everyone. We are putting together a series of updates for our backers about the changes we’ve made to the design and we thought we’d start with the display.
The panel we were using in our prototype was a 5.6” LCD with a resolution of 1280×800. This screen is a great size for a VR headset and it has an impressive pixel density for...